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View Poll Results: Is clam-spamming too powerful?
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Yes, always, the astral gems are too damn good, especailly at the current price!
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4 |
4.55% |
Yes, but only in long games.
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29 |
32.95% |
Yes, but only sometimes, e.g. for patala, who also get easy hammers, or with wish, or alteration sites etc etc.
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5 |
5.68% |
They're about right, and shouldn't be changed.
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29 |
32.95% |
No, their utility is balanced by the research investment/cost in mage time/gem cost or whatever, especially if you want to wish (or other high level spell-spam.)
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16 |
18.18% |
No, they're no longer worth the investment/bother, especailly now tha I need nature/water mages to get them.
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5 |
5.68% |
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September 13th, 2007, 10:38 AM
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Corporal
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Join Date: Jul 2007
Posts: 85
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Re: Poll: Is Clam Hording Too Good?
It takes thousands of gold worth of mages to implement any of those (except maybe the earth buffs, which takes thousands of gold *and* resources worth of army + a few hundred gold mage).
Anyway, if item-destroying spells (I wasn't suggesting a combat spell, but a province-targeting ritual attack; a combat item destroyer would be interesting against SoS and a few other item-based strategies, but wouldn't solve the clam problem) had a low chance of affecting any particular item, then one guy with 5 items probably wouldn't be hit at all, or lose at most one of his items. They'd be designed for the province where 20 (or 50!) guys are hanging out with a clam and a lantern each.
I think they would shake the game up in a good way.
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September 13th, 2007, 08:02 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Poll: Is Clam Hording Too Good?
Except that the clams would likely be behind a dome, and would be hard to target.
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September 13th, 2007, 08:49 PM
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Sergeant
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Join Date: Aug 2007
Posts: 203
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Re: Poll: Is Clam Hording Too Good?
The problem with clams/fetishes/stones is they end giving more gems that all magic sites... If gems generated are capped by map size, it will not be a problem, will it?
Killing clam holders is very hard. In a castle, behind many domes, guarded by army, maybe even hidden... good luck!
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September 14th, 2007, 08:48 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
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Re: Poll: Is Clam Hording Too Good?
Right, domes. So your clams will be shielded by a dome and this item destroying spell will only be useful against thugs and for armies out of their element.
As a thematic suggestion: What about having gem-producers only work if equipped on a mage with that path? More limiting for some than for others. How much affect that would have I don't really know.
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September 14th, 2007, 12:46 PM
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Corporal
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Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
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Re: Poll: Is Clam Hording Too Good?
</lurk>
Quote:
thejeff said:
As a thematic suggestion: What about having gem-producers only work if equipped on a mage with that path?
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I thought their "intended" purpose was to provide armies w/ a continuous source of gems. When I do that, I usually stick them on scouts moving with my troops.
Your proposal might not be a bad idea if there was some way of distinguishing moving armies from mages safely researching in friendly territory.
<lurk>
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September 14th, 2007, 04:25 PM
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BANNED USER
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Join Date: Aug 2007
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Re: Poll: Is Clam Hording Too Good?
This can be easily done by giving clams a -research penalty. Right where the Lightless Laterns get a + they get a -. Reflecting time spent caring for and feeding the clam.... or energy drain from the claim.
This gives clams an ongoing expense in term of RP points lost.
Of course, at The End Of Time with L-9's in all schools this cost means nothing... but at The End Of Time balance is a truly strange thing anyway.
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September 14th, 2007, 05:09 PM
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Major
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Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
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Re: Poll: Is Clam Hording Too Good?
indy commanders are really cheap and don't really do much researching, so any research penalty tied to clams is just going to result in a near-negligible nerf (in the form of a 40 gold commander cost and a less-than-3g upkeep, less if you have scouts instead of commanders) and a lot more micro.
And Chris, I believe a 2000 gold combat group can take down an SC in most cases. That's not all that much gold. Or use a 55-gem Troll King's Court + earth boots to kill most 100-gem SCs. Astral and Blood both utterly destroy SCs.
People like SCs because they're easy and mobile. No multi-mage scripting or having to shuttle troops in from different forts to assemble a decent-sized army, no supply issues (including gems for mages, always a pain). They're good investments, and can certainly tear through *unsupported* armies of chaff, but they have plenty of weaknesses to a properly prepared opponent.
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